Leader Ability - Diamond in the Rough: +50% yield from Oasis and Natural Wonder tiles (or additional effect, for those without yield). Discovery of a natural wonder gives a gold bonus (scales up across ages)

Unique Unit - Riders of Ramond (replaces Knight): Stronger than a Knight, +20% combat bonus when within two tiles of an Agrabanian trade route.

Unique District - Bazaar (replaces Commercial District): Each Bazaar building gives an additional +1 gold if its city has an outgoing trade route, another additional +1 gold if it also has an incoming trade route, and and additional +1 great merchant points if it has both.

Annuvin - The Horned King

Civ Ability - The Land of Death: Land units’ base power cannot be reduced.

Leader Ability - Black Joy: Great Generals and Admirals all have ability - “Reduce adjacent enemy’s power by 10%” in addition to their inherent abilities. Similar abilities stack, up to 30%. Gain a Great General point upon production of a Cauldron Born.

Unique District - Black Cauldron (replaces Encampment on first build): Can only be built once. Any units (regardless of origin) killed within three tiles of Annuvin borders, or any Cauldron Born anywhere, has a 25% chance to respawn at this district under Annuvin control. Each building gives +1 Great General points.

Civ Ability - Born of Cold and Winter Air: Snow and Tundra tiles yield +1 Food, +1 Production, +1 Gold. Improvements can be built on Tundra and Snow tiles as if they were Grassland/Plains respectively.

Unique Unit - Snow Golem: Replaces Bombard. Does not require Niter. Can only be built in cities with worked snow or tundra tiles. +20% strength when attacking on a snow tile. +20% strength when defending against gunpowder units, +10% all other kinds of units.

Unique Improvement - Ice Cutter: Replaces mines on Snow or Tundra Hills. In addition to mine yields, +1 Production. +1 Production if adjacent to a river. +1 Production if adjacent to a Mountain.

Corona - Princess Rapunzel, King Frederic

Civ Ability - Secret of the Sundrop: Cities gain +1% growth for each point of Faith and Culture output from Districts, up to 15% each. All units trained in a city with a Temple heal an additional 5 pts per turn.

Leader Ability - Rapunzel - At Last I See The Light: All great works, artifacts and relics generate faith and loyalty equal to their culture output.

Leader Ability (Snow White) - Fairest of Them All: Open borders with all City States. Enemy civilizations receive 30% more weariness and receive increased loyalty pressure from Germany when at war with Snow White. Cities captured or converted during war instantly spawn a melee unit.

Leader Ability (Grimhilde) - Through Wind and Darkness: Instantly discover the whole of a civilization’s borders (but only the border) when meeting them, and gains defensive bonus on land discovered this way. Spies accomplish missions 33% faster. +1 Spy capacity, instantly granting a Spy with Mercenaries - this spy will never killed upon failure.

Unique Unit - Huntsman: No movement penalty on woods/rainforest (woods/rainforest promotion gives additional movement points instead). Reveals support units adjacent to field of vision, and all tiles adjacent to them.

Civ Ability - The Bells Of Notre Dame: If you have founded a religion, it will always maintain at least one follower and a small amount of religious pressure in any city that has converted to it. Religious pressure from cities is 25% stronger (and/or cities with a Grand Cathedral continue to exert normal religious pressure of founded religion, even if converted to another).

Leader Ability - Iron Clutches: Can purchase Inquisitors with Temples, without the need of Apostles. Performing Inquisitions increases religious and loyalty pressure upon surrounding cities, and does damage to any enemy religious unit adjacent to the city. Every unit trained in a city that has had an Inquisition has 10% more combat strength.

Unique Unit - Sallet Helm: Replaces Swordsman. If you have founded a religion, +15% combat bonus around any city with at least one follower of that religion. Exerts religious pressure when garrisoned in cities belonging to France.

Unique District - Grand Cathedral: Replaces Holy Site, with Castles (Holy Sites built previously are automatically upgraded). Exerts zone of control, has fort defensive bonuses in addition to district ones, and deals 10% damage to enemy units and religious units of opposing religion (even in peacetime).

Inca - Kuzco and Yzma

Civ Ability - A Perfect World: Individual cities do not earn amenities: rather, all amenities are transferred to the capital, and every city receives one amenity for every three present in the Capital City. The capital city generates +1 gold for each amenity earned from non-capital cities.

Leader Ability - Cuzco - Beware The Groove: Land units generate an amenity when garrisoned in the capital. Generates a great person point of every category in the capital for every five amenities in capital. All great people, when acquired by Inca, are Kuzco.

Leader Ability - Yzma - Brilliant!: +25% spy operations chance against less technologically advanced cities. With Engineering, can build a Secret Lab in a capital city with a Campus - generating +10 science plus an additional point for every 4 amenities in the capital.

Unique Unit - Elite Guard: Replaces Spearman. Causes a city to operate at a higher happiness level when garrisoned there. Provides +1 amenity when garrisoned in the capital city.

Unique District - Kuzcotopia/Yzmopolis - Replaces Entertainment Complex: 2 slots for great works of art/relics. +1 additional amenity generated by every building. +1 gold for every amenity generated by every building.

Edited by KnownUnknown on Feb 13th 2019 at 10:29:36 AM

"The difference between reality and fiction is that fiction has to make sense."
- Tom Clancy, paraphrasing Mark Twain.

KnightofLsamaServant of the Golden Lady of Chaos
from The Sea of Chaos
Relationship Status: My elf kissing days are over

So, I've finished my first game of the new expansion earlier today and just some impressions. Played as Australia because... that's just what I do.

Floods seem to be the most common type of natural disaster you'll be dealing with, depending on the map type at least. But conversely they are also the most easily mitigated, though it will cost you a tile. But given that dams can be upgraded to hydroelectric dams later on there are upsides. And mitigated floods still give you at least some of the upsides while removing the negatives.

Sea level rise seems to be impossible to avoid completely, you can only hope to mitigate it with coastal flood barriers when the relevant tech is researched. Especially since coal burning power plants are kind of a necessity and there seems to be no way to decommission them (or oil burners) without upgrading to nuclear power plants. That being said building more renewable sources does reduce the upkeep on them. And I was playing on a hot map, I imaging it's going to be worse on temperate and cool settings.

For Australia at least with our strong coastal bias, offshore wind farms (power and production) and sea steadings (food, production and culture bonuses to fish resources) are your friend. I imagine they'll be similarly useful for the Maori, Indonesia and other civs who focus on ocean and coastal regions.

The world congress starts early. In the medieval period for my game at least and I can't tell if its a case of one civ meeting all the other civs like in V. Maybe. I didn't but Harald might have. Diplomatic Favour seems to be fairly easy to earn as long as you manage to stay suzerain of at least a couple of city states. The International Games are back and rather than a certain amount of production to complete it's turn based with the most production committed being the winner. Production itself takes the form of a repeating district project available in every city.

Welcome to the Sea of Chaos

FighteerGeronimo!
from the Time Vortex
Relationship Status: Dancing with Captain Jack Harkness

I just won a game playing as Sweden, on Prince difficulty because I don't want to be at a numerical disadvantage against the AI while learning the new mechanics. I wanted to go for a Diplomatic victory, since that's what Kristina seems designed for, but ultimately won a Religious victory instead, a few turns before I would have won a Cultural victory, and with at least two sessions of the World Congress to go before I could win with diplomacy.

My start position was awful: stuck in a corner between mountain ranges and Indonesia. I could have been wiped out easily but Gitarja decided to be friendly, and later became a reliable ally, so that particular crisis was averted. Frederick, on the other hand, was cleaning up on the middle of the continent, expanding like crazy, and I foresaw a war on the horizon. I was not wrong.

It ended up being Gitarja and me against Germany and the Maori, and the resulting conflict saw Frederick driven back, losing massive amounts of territory, until I occupied the entire middle of the continent. I later befriended Kupe (he wasn't really into the war thing, and I was taking care of my land, satisfying his agenda) and it became a three-way assault. Germany crumbled, but I left him with two cities that I expected would fall to loyalty pressure so I didn't have to get large Grievance penalties.

Of course, I couldn't avoid that entirely, and the midgame saw my Apostles spread out across the world, spreading Zoroastrianism to the Spartans, Persians, Zulus, Dutch, and so on. They didn't like that, and so Grievances continued to pile up. However, my Great People and persistent control of city-states saw my lead in Diplomatic Favor continue to grow. I won every Nobel Prize, increasing my diplomatic dominance.

I had been afraid that the Zulu might win a Scientific Victory, but all those German cities helped me get my science up and even scrape ahead of him. As sea levels rose, triggered in no small part by my enormous consumption of coal, my Apostles beat down attempts at restoring any other religions, and then I discovered the late-game power of Rock Bands.

This may be my favorite new mechanic. Some of their promotions are downright broken, such as the one that causes loyalty to drop by 50 points in a city that hosts a concert, or the one that automatically converts a city to my religion. Rock Bands are freaking insane, and finally give us something useful to spend late-game Faith on.

I'm loving this expansion, with one possible exception: the rate of climate change feels a bit too high. Now, admittedly, I wasn't helping, but with a consumption of maybe 12 to 15 Coal per turn (I was starting to switch over my power to oil and hadn't even started on nuclear yet), and the only civ consuming significant fossil fuel resources, I was in Stage IV before we'd even gotten much into the 20th century. One of my cities was built on coastal lowland and lost several tiles to flooding, including a full Archaeological Museum. That hurt. The mechanic feels overtuned.

I've found something awesome. Apparently, mountain tunnels join any tunnel to any other tunnel in the same mountain range for the same movement cost. It is absolutely hilarious, never mind absurd, to pop a unit into a tunnel and have it pop out twelve tiles away.

It also seems to me as if the default world generation algorithm has been weighted to generate more mountains in ranges.

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